Joined: Fri Jun 23, 2006 4:51 amPosts: 1357Location: A place where I always forget this place.

urusan wrote:

I suppose I should post what I have:[NO LONGER AVAILABLE]Mainly, I added the code from the other thread

Uh...

How do I work it? (Stupid Question)

_________________My CCOs, Concepts, and other Crap:
Chris Cross, of Black Hole. (My least creative CCO, sorry. He's my baby, for all these years...)
Trip Wire, of Green Earth. (My thoughts: He has potential...)
Alden of Blue Moon. (Complete, except long bio. Look at him and comment, or I kill a puppy.) (Possibly my most creative CCO...)

Joined: Fri Jun 23, 2006 4:51 amPosts: 1357Location: A place where I always forget this place.

Three-Headed-Monkey wrote:

THERE IS NO JAR!!!!

...Yeah...That's the point...

_________________My CCOs, Concepts, and other Crap:
Chris Cross, of Black Hole. (My least creative CCO, sorry. He's my baby, for all these years...)
Trip Wire, of Green Earth. (My thoughts: He has potential...)
Alden of Blue Moon. (Complete, except long bio. Look at him and comment, or I kill a puppy.) (Possibly my most creative CCO...)

Alpha13 is finally ready:
Source:[NO LONGER AVAILABLE]
JAR:[NO LONGER AVAILABLE]
Screenshot:
I added the content. All the AW1 units are available now.
Units are now animated
only .gif files are used now, so you can test your animated gifs in the game before sending them

There are two big image-related bugs:
The animated Airports (and animated bases, which I didn't include) suffer from weird gif artifacts
The only new units that darken when their turn is over are tanks and recons. We need to make the "masks" that cover them. Everything is in place except the images.

Joined: Fri Jun 23, 2006 4:51 amPosts: 1357Location: A place where I always forget this place.

Jeez this is going fast.

_________________My CCOs, Concepts, and other Crap:
Chris Cross, of Black Hole. (My least creative CCO, sorry. He's my baby, for all these years...)
Trip Wire, of Green Earth. (My thoughts: He has potential...)
Alden of Blue Moon. (Complete, except long bio. Look at him and comment, or I kill a puppy.) (Possibly my most creative CCO...)

That's what he was referring to by "The animated Airports (and animated bases, which I didn't include) suffer from weird gif artifacts"...

Anyhow, great job, everything's coming along nicely. However, could I suggest for the next release that if you choose to shoot on a square that either has no unit in it, or is a unit your particular unit can't attack then the game will either perform no action (stay with the red attack squares showing) or simply act like you've hit the B button. Just now if you shoot somewhere like that it automatically ends the turn for that unit.

Another thought is for the units that have moved. You say that you need the overlays for each unit, but this will take a bit of work. Could I suggest that maybe instead, there is simply an icon that is shown on the unit (capture and hidden style) to show this unit has executed its moves for the day. Once graphics manipulation has been sorted for anaimated gifs, the overlays won't be needed, so getting rid of an icon that took say 2 seconds to make rather than 30+ overlays that took a lot of time will be more efficient.

Another thought is for the units that have moved. You say that you need the overlays for each unit, but this will take a bit of work. Could I suggest that maybe instead, there is simply an icon that is shown on the unit (capture and hidden style) to show this unit has executed its moves for the day. Once graphics manipulation has been sorted for anaimated gifs, the overlays won't be needed, so getting rid of an icon that took say 2 seconds to make rather than 30+ overlays that took a lot of time will be more efficient.

That's brilliant. Any suggestions for the "turn over" icon? (also: another thing I can easily do is make them translucent)

I'll work on your control suggestions too.

I'd need to modify the damage tables to add Neotanks. I guess that wouldn't be too hard.

MG coded the COs. He charged Adder to full to test out the CO powers.

Anti-airs are unselectable? I'm not having that problem...do you think it might be related to the previously mentioned problem, where units occasionally remain inactive when it should be their turn?

I'd doubt it, Beta should probably be a working prototype with all the bells and whistles attached (menus, BAs, etc), then the further versions will include campaigns and stuff like that. The campaigns will take forever to be finished I assume.

But then again I'm only speculating, the programmers might intend for the beta to have the campaigns, I don't know.

For those who care: TO get the build version to run, take teh .jar out of the dist file, and put it in the folder below the folder with the images, then copy an old BaseDMG.txt and AltDMG.txt into the folder with the .jar

i.e. one folder, with the jar, and the Damage stuff, that holds the images folder.

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